Search found 77 matches

by Factory Lobster
Thu Jul 13, 2017 6:47 pm
Forum: Implemented Suggestions
Topic: 5th Logistics Box (Filtered Yellow-or-Red)
Replies: 12
Views: 3890

Re: 5th Logistics Box (Filtered Yellow-or-Red)

abordoli, I just found this video segment that offers a solution to our problem without using circuit logic: https://youtu.be/4NndX_vGfRs?t=1531 It's a clever solution to the supply depot problem. The potential downside is that you must split up your logistics network to do this, which isn't a bad i...
by Factory Lobster
Thu Jul 13, 2017 4:25 pm
Forum: Implemented Suggestions
Topic: 5th Logistics Box (Filtered Yellow-or-Red)
Replies: 12
Views: 3890

Re: 5th Logistics Box (Filtered Yellow-or-Red)

Yeah, I hate the overly complex solutions that barely improve the situation just to fix what could easily be fixed by a 5th type of chest. I like the Sneaker2's name for it ... "Player Chest"! ~B Why not just have a logistic chest with programmable conditions, like how automated train ins...
by Factory Lobster
Thu Jul 13, 2017 3:24 pm
Forum: Implemented Suggestions
Topic: 5th Logistics Box (Filtered Yellow-or-Red)
Replies: 12
Views: 3890

Re: 5th Logistics Box (Filtered Yellow-or-Red)

Why even bother with where the items are stored. You request them by bot anyway. No, the OP has a legitimate argument. Where you store the items is important, even in a bot network. In Friday Fact post 191: https://www.factorio.com/blog/post/fff-191 It is mentioned that the devs are interested in g...
by Factory Lobster
Thu Jul 13, 2017 1:37 pm
Forum: Ideas and Suggestions
Topic: Machine art suggestion to improve ease of use
Replies: 0
Views: 519

Machine art suggestion to improve ease of use

I may be nitpicking, but I have seen several people post questions about why a setup doesn't work when it came down to eyeballing the machine's borders incorrectly and misplacing inserters or whatever. Below are some examples of machines that I've seen cause problems for others (the plastic chem pla...
by Factory Lobster
Thu Jul 13, 2017 12:48 pm
Forum: Ideas and Suggestions
Topic: Automatic infinite research
Replies: 21
Views: 5553

Re: Automatic infinite research

The progress is saved, meaning if you are already 70% at mining prod 798234 then change to bot speed 9000 you can change it back to mining prod 798234 and only still need 30% more to do. That could make for an interesting UI experience when you are researching something that requires a huge amount ...
by Factory Lobster
Thu Jul 13, 2017 12:47 pm
Forum: Ideas and Suggestions
Topic: Advanced Mining Drills
Replies: 10
Views: 3507

Re: Advanced Mining Drills

There already are 3 types of furnaces, so basically an MK1, MK2 and MK3. Eeeeehhhhh... Wouldn't it be more like the basic furnace and steel furnace are MK1 and MK2 for coal-fired, and electric is MK1 of its kind? Splitting hairs anyway. Many people have requested more specific kinds of mining machi...
by Factory Lobster
Wed Jul 12, 2017 7:02 pm
Forum: Ideas and Suggestions
Topic: Allow Rotation of entity ghosts
Replies: 2
Views: 988

Re: Allow Rotation of entity ghosts

Ripshaft wrote:I'm for your suggestion though you lost me at making ghosts less spooky, I cannot in good conscience approve of that part.
Agreed. The more ghosts present in a factory, the more haunted the factory should be. As haunting increases, random effects should begin to occur around the affected area(s).
by Factory Lobster
Tue Jul 11, 2017 8:15 pm
Forum: Ideas and Suggestions
Topic: Automatic infinite research
Replies: 21
Views: 5553

Re: Automatic infinite research

The progress is saved, meaning if you are already 70% at mining prod 798234 then change to bot speed 9000 you can change it back to mining prod 798234 and only still need 30% more to do. That could make for an interesting UI experience when you are researching something that requires a huge amount ...
by Factory Lobster
Tue Jul 11, 2017 7:59 pm
Forum: Ideas and Suggestions
Topic: Automatic infinite research
Replies: 21
Views: 5553

Re: Automatic infinite research

What happens to the science progress done if you let it run all night and are only halfway finished with mining productivity 798234, but had forgotten to change it to bot speed 9000 and want to change it before it's complete?
by Factory Lobster
Tue Jul 11, 2017 7:37 pm
Forum: Ideas and Suggestions
Topic: Ground-based worker bots for early-mid game
Replies: 5
Views: 2930

Re: Ground-based worker bots for early-mid game

Do you want to elaborate on the tasks these bots would perform? I think anyone could quickly think of their own bucket list, but some that stand out to me are: -Chop down trees (either in specific work area or indefinitely) - either to retain the wood or destroy it -Harvest rock outcrops (either in...
by Factory Lobster
Tue Jul 11, 2017 6:37 pm
Forum: Ideas and Suggestions
Topic: Ground-based worker bots for early-mid game
Replies: 5
Views: 2930

Ground-based worker bots for early-mid game

Abstract: Bipedal or quadrupedal bots that can be built before logistics, batteries and flight, to carry out basic menial tasks. Idea: I would love the ability to build ground-based robot slaves earlier in the game to do tasks that are grindy. For example, building burner bots that run on coal that ...
by Factory Lobster
Tue Jul 11, 2017 2:42 pm
Forum: Ideas and Suggestions
Topic: Automatic infinite research
Replies: 21
Views: 5553

Re: Automatic infinite research

automatically assigning the next technology might jam things up if it expects a science pack you aren't making yet There are a couple of ways this could be dealt with. Some quick ideas: 1. When you select a tech as a goal that requires science packs you aren't producing yet, the game can notify you...
by Factory Lobster
Mon Jul 10, 2017 6:54 pm
Forum: Ideas and Suggestions
Topic: Advanced Mining Drills
Replies: 10
Views: 3507

Re: Advanced Mining Drills

How many years would one need in a vanilla playthrough, to achieve such ridiculous productivity researches ? :) Ha. Well, here's one person who got to mining productivity 275 in "only" 330 hours: https://www.reddit.com/r/factorio/comments/6bqche/4000_rockets_of_science_and_research_and_wh...
by Factory Lobster
Mon Jul 10, 2017 6:01 pm
Forum: Ideas and Suggestions
Topic: HEY, What about Air/Water enemies? (sp/en w/PD)
Replies: 9
Views: 3202

Re: HEY, What about Air/Water enemies? (sp/en w/PD)

Sea worms... that surface periodically next to your water pumps and launch an ICBM nuke at a random target in your factory if you don't kill it in time.
by Factory Lobster
Mon Jul 10, 2017 5:26 pm
Forum: Ideas and Suggestions
Topic: Advanced Mining Drills
Replies: 10
Views: 3507

Re: Advanced Mining Drills

Koub wrote:With an optimized smelting line (prod 3 modules in electric furnaces, beacons with speed 3 modules), you need ridiculously few smelters to saturate a blue belt.
Depends on what you mean by "ridiculously few" ;). Are too many miners needed with productivity 100? 200? 1,000?
by Factory Lobster
Mon Jul 10, 2017 2:51 pm
Forum: Ideas and Suggestions
Topic: Advanced Mining Drills
Replies: 10
Views: 3507

Re: Advanced Mining Drills

I would argue that what is needed isn't better miners, but better smelters. As you invest in mining efficiency, you need fewer and fewer miners to saturate belts, yet you are still bottlenecked by smelting. In reality, a better smelter would perhaps process the ore better and/or faster to increase p...
by Factory Lobster
Mon Jul 10, 2017 2:46 pm
Forum: Ideas and Suggestions
Topic: Palisade or wooden wall
Replies: 7
Views: 3248

Re: Palisade or wooden wall

Koub wrote:Indeed, there is a 10 red science research needed to unlock stone walls.
Making walls an end-game tech like this renders Factorio literally unplayable.
by Factory Lobster
Mon Jul 10, 2017 2:42 pm
Forum: Ideas and Suggestions
Topic: Time/Ratio tree
Replies: 2
Views: 1116

Re: Time/Ratio tree

While I agree that some kind of implementation of help on ratios would be nice, I don't think that's what the devs want to do. It seems they would like to maintain the charm of having you do arithmetic in your head and use spreadsheets & calculators. At some point, the hand holding becomes too m...
by Factory Lobster
Fri Jul 07, 2017 1:10 pm
Forum: Implemented Suggestions
Topic: Rocket Silo Science Tree missing purple science
Replies: 6
Views: 2654

Re: Rocket Silo Science Tree missing purple science

The tech tree is already so incredibly convoluted, I'm impressed you even noticed this. Regarding your concern about new players being confused, I'd say that probably the majority of new players are overwhelmed by the sheer number of techs and can't mentally track the order of things whatsoever. Jus...

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